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Messages - MyChairHasALooIn

Pages: 1 2 3 ... 21
1
Chit-Chat / Re: Horror post
« on: July 13, 2017, 03:39:00 am »
Ooooh and thematically there's three parody ideas I've been mentally sitting on for a while, you should be able to read what they are from the titles alone.

Nukes and spooks, nonsensical sneaky stabby
Hearth Life starring Gordon Freemanson
Darks Holes Prepare to Brown Eye edition

2
Chit-Chat / Re: Horror post
« on: July 13, 2017, 03:28:41 am »
Great idea, and thanks for the offer.

First off, StencylMUD looks awesome, you seem to be cracking the one thing I can't get my head around at all, multiplayer (and that's in any setting unity etc....) some really cool stuff you're doing there keep at it :)

Second, my brother was awesome, it was horrible, there's no mental health support in the uk worth a damn anymore so I'm booked on mental health first aid courses counselling courses etc, and I'm gonna do it my bloody self.

Mechanics I'm interested in :- (good idea)

Simulation level a.i. :- if rimworld is a good enough explanation great! if not I'm not going into it here.
Rendering of any sort :- wether 2d or 3d if a game has the capacity to generate it's own imagery from some kind of sample you can get a lot more game content out of small file sizes.
Procedural Map Generation :- it's still a bit the darling of games at the moment, but many titles still seem to handle it badly.  I've actually build fairly robust level generators in stencyl before, but not used them for anything.
Hitpoints can do one :- In the early days of videogaming hitpoints where used to simplify the idea of taking damage, taken straight from real world games, we're still doing it now.  It made sense to pass the book keeping on to computers basically leading to faster game experiences, (even the most steamlined tabletop game ain't no action rpg), but games seem to struggle to move on from a system other than effectively 70's book keeping sped up to track damage, computers can easily do more complicated stuff on the fly so they bloomin' well should.

That probably adds up to a game tbh lol.

3
Chit-Chat / Re: Horror post
« on: July 12, 2017, 07:17:49 am »
Here's my last thing wot I done innit, it's hidden on the arcade so here's a link it was an experiment but the render speed is too low to be useful.
http://www.stencyl.com/game/play/31904

4
Chit-Chat / Horror post
« on: July 12, 2017, 07:13:31 am »
Some of you guys might remember me from a while back, but I did kind of vanish.

My little brother took his own life on January the 10th 2016, and it broke me completely.   I'd just arranged to collaborate on a kongregate jam, and literally had to pass the news on a few hours later and pull out.

It's been a long and tough recovery but Stencyl is still my favourite tool, and I really want to get back on it.

What I want from this post, is some quick ideas to get my hand in, (i'd do jams but the competitive aspect is  bit stressful, and I want to go easy).  So who can suggest something I can knock together to show I still got the skills.

Big love, Chairtoiletguy.

5
Journals / Re: Droid (wip)
« on: August 26, 2015, 07:04:01 am »
Engine build updated, in the newer version you can see the correct implementation of objects, which are currently just open and closed doors, but can represent any mobile or immobile dungeon features as the art (which I purchased) is added and a world generation method is finalised.

6
Journals / Re: Droid (wip)
« on: August 20, 2015, 01:42:44 am »
Found a natural fit for this draw method alongside some other earlier work of mine, currently pairing them up properly :)

7
Journals / Re: Droid (wip)
« on: August 17, 2015, 11:03:17 am »
For educational purposes, here is a list of all the extensions and code blocks I've had to use to make this work.

8
Journals / Re: Droid (wip)
« on: August 17, 2015, 10:49:00 am »
Controllable, each screen has buttons to control resolution, top blank button is a 'look stick' button, bottom is currently a move forward button but is intended to function as a 'move stick' when i get around to it.  Fixed artifacting around texture edges. Currenly supports textured cubes with unique faces, aiming to add camera collison detection to prevent moving through solids and potentially causing fatal errors,

9
Journals / Re: Droid (wip)
« on: August 15, 2015, 07:59:41 am »
Updated to better show drawing of different materials, distance shading effect, different textures for different faces and multiple windows.

Currently not controllable, but I'm adding those buttons next.

10
Journals / Droid (wip)
« on: August 10, 2015, 02:30:52 am »
Yet again, taking a break from main projects to do something fun, so far I've got the gameplay concept written up (it's going to be a relatively short game), and the complex part of the mechanics, the drawing of the fully textured cube based world, which you can view a rough demo of here http://www.stencyl.com/game/play/31830 use up and down arrows to change resolution, and the z key to move the camera forwards (does not move along the y axis).

New version Here http://www.stencyl.com/game/play/31904,

11
Ludum Dare 32 / Re: He Swored, I'm out, unfinished :(
« on: April 28, 2015, 01:09:57 am »
Thanks Irock! As a concept demo it works well, really loving the joints extension and the things it can do :).

12
Chit-Chat / Self back pat.
« on: April 27, 2015, 03:56:31 am »
I have plenty of dollar sat in paypal from my games up at Kongregate.

Last night I went asset shopping and bought me some art.

The biggest issue I've always had is my art, I'm not good at it and while I enjoy making it and am getting better, I don't so much enjoy looking at it or feeling limited by it.  The 10 hours spent drawing a passable naked dude for my LD entry effectively killed my entry with time wasted.

So basically, for me, this is my second major dev milestone crossed, (that money in paypal I mentioned earlier, yeah that was no.1). Holy batpoop I literally just got my (first) tax docs from Kong in the post while I was typing, weird coincidence :p.

Anyways, I'm on the road and enjoying the hell out of it thanks Stencyl team! :)


13
Ludum Dare 32 / Re: He Swored
« on: April 20, 2015, 04:25:03 am »
I'm out!

Never going to get this where I want in time, and won't be able to compete with the team built jam entries anyways.

But, might take a few days and make this a second (first posted) entry in the stencyljam :).

14
Ludum Dare 32 / Re: He Swored
« on: April 19, 2015, 05:58:54 pm »
guess im entering the jam lol

15
Ludum Dare 32 / Re: Elemental Castle Adventure
« on: April 19, 2015, 11:06:34 am »
Pretty cool game, like the art stlye, seemed to freeze awkwardly after loading? but unstuck and became playable after a few seconds.

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